caf7d9465f
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
64 lines
2 KiB
C#
64 lines
2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_DogNinja
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{
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public class SpawnHalves : MonoBehaviour
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{
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public float startBeat;
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public Vector3 objPos;
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private Vector3 posModifier;
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public bool lefty;
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float bpmModifier;
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float songPos;
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[SerializeField] float rotSpeed;
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[Header("References")]
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[SerializeField] BezierCurve3D fallLeftCurve;
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[SerializeField] BezierCurve3D fallRightCurve;
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BezierCurve3D curve;
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[SerializeField] Transform halvesParent;
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private DogNinja game;
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private void Awake()
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{
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game = DogNinja.instance;
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bpmModifier = Conductor.instance.songBpm / 100;
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songPos = Conductor.instance.songPositionInBeats;
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}
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private void Start()
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{
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curve = lefty ? fallRightCurve : fallLeftCurve;
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}
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private void Update()
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{
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float flyPosHalves = (Conductor.instance.GetPositionFromBeat(songPos, 3f)*(Conductor.instance.GetPositionFromBeat(songPos, 2f)))+Conductor.instance.GetPositionFromBeat(songPos, 1f);
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flyPosHalves = (flyPosHalves*0.2f)+0.35f;
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transform.position = curve.GetPoint(flyPosHalves)+objPos;
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float rot = rotSpeed;
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rot *= lefty ? bpmModifier : -1 * bpmModifier;
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime));
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// clean-up logic
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if (flyPosHalves > 1f) {
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GameObject.Destroy(gameObject);
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};
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if ((!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
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|| GameManager.instance.currentGame != "dogNinja") {
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GameObject.Destroy(gameObject);
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};
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}
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}
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}
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